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Boeroer

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Everything posted by Boeroer

  1. Indeed. But I guess the frustration is ingrained too deeply. edit: direct translations from German often don't work very well...
  2. In open beta you even lost your spell use (all ability resoiurces basically) when you canceled it by yourself. Due to overwhelming feedback from beta testers this was changed so only interrupts would do this. Interrupts are supposed to be a powerful tool against the use of powerful (but lenghty) abilites. Hence several classes have abilites that evolve around interrupts. Not consuming the ability resource on interrupt would make interrupts a lot weaker, and that is not desired since the game and furthermore the class abilites are balanced around the current state of interrupts (taking away the ability resource). The whole interrupts vs. concentration mechanic was invented to give more tactical depth. And once you understand how it works and also understand how you can utilize it it really does achieve this. It's the rule of the game. And in my opinion it's fine. What is annoying to you is also annoying for the enemy. It's not that it's imbalanced. Citing dictionaries and definitions if the word "interrupts" will not change how the game works. The developers chose to design it that way and that's what you are left with. PoE1 was different because there interrupts were a passive, rel. unreliable and automatic mechanic and didn't need the use of special abilites that themselves cost resources(!) like in Deadfire - at least in most cases (in every case where you can time it yourself). How bad it would be if you spend a resource on a preciseliy timed interrupt (that may even miss or only graze!) but the enemy won't lose his resource? Only because you play solo and get interrupted a lot does not mean that the rule is generally bad or makes no sense. It only makes things tougher for you as a solo player. Especially if you chose to ignore interrupts altogether and don't use them yourself. There is another way to prevent interrupts besides Rekvu's Fractured Casque. It's called Concentration. You can stack Concentration layers. You can get an inspiration that provides Concentration (like Courageous), you can use an ability that grants additional Concentration (like Spirit Shield) you can put on items that grant additional Concentration (like Upright Captain's Belt), you can pick an ability that grants an additional layer at the start of combat (Combat Focus) etcpp... Concentration was designed to counter interrupts. So if you have a problem with getting interrupted you can either use interrupts on enemies yourself (besides some special passives that interrupt on crit only abilities can interrupt you - and you can interrupt abilites - see Slicken) and/or you invest in Concentration. Or you scrap it and put on the Casque (and as a Wizard pick Grimoire of Vaporous Wizardry while you're at it). Anyway - your emotional and highly subjective way of reasoning will not help you in any way other than blowing off some steam, which hopefully was accomplished now.
  3. Number of jumps: didn't test that. But the dmg drops off steeply once the buff expires. So I suspect it works the same as pulsing spells like Chillfog where every hit roll is based on your actual stats and not the ones at cast time. Same as Healing spells that pulse as well (Consecrated Ground etc.).
  4. I finally know why the buff has a duration: cast Eld Nary's Curse and you know why. This invocation takes some time to apply all its jumps and often the Bellower's bonus expires before all jumps take place. You will notice a drop of dmg. If it didn't have any duration I doubt that even the first hit would have any bonus.
  5. I finally know why the buff has a duration: cast Eld Nary's Curse and you know why. This invocation takes some time to apply all its jumps and often the Bellower's bonus expires before all jumps take place. If it didn't have any duration I doubt that even the first hit would have any bonus.
  6. You predict that it's top secret?
  7. So far FoD's lash stayed at 20%. Just the base dmg roll scaled as usual (5% per PL). Didn't notice any difference since last patch.
  8. I hope not. 'Cause that would mean all those weak minds will come here and post weak stuff. Ugh...
  9. Edér has none of that. Nor have Konstanten or Rekke I think.
  10. Conversions don't stack additively. Get checked one after the other until it triggers or all are checked. So 50% and 30% don't result in 80% but 65% (for example). Also there's always only one conversion happening. So no miss --> graze --> hit
  11. Yeah maybe I changed my mind about that. Because I guess the main purpose or idea of Blade Turning might be to trigger it when things go south and then safely leave the engagement of enemies. If you disable it on movement you are in a situation where you will have to keep it up or die. Or use Flagellant's Path or so. Don't have a better solution though. Maybe just leave it be?
  12. Yes, but disengagement attacks don't fire reliably in Deadfire. I did the exact same thing in PoE with Badgradr's Barricade by the way. It works, but after a few fights it's so tedious to always have to move your char in and out of engagement that it's no fun. For me at least. Easier to just hit people where you stand and get additional Riposte every now and then. You can do the same more effectively with Blade Turning by the way.
  13. You mean the thread? No wonder - it was dead for a looong time.
  14. I didn't mean any grammar mistakes (I wouldn't make fun of that). I meant the statement that DEX and INT aren't good stats for monks. The build seems to be ok. PoE's early game is the hardest part for any solo character so it's normal to struggle a bit - even with a monk (who usually starts strongest besides fighter due to the high starting values).
  15. Not sure if I understand the question correctly. If you hit an immune enemy the lash is still calculated based on the damage roll. The dmaage gets rolled no matter what (if the enemy has immunity or not). It just doesn't get applied because of immunity. Same as in PoE basically. Example: you could damage Flame Blights with Persistence's raw wounding lash even though Flame Blights were immune to pierce damage.
  16. PoE: ~4800 Deadfire: ~2100 (including open beta) But a lot of that is idle time (don't know how much) because I tend to leave the game running in the background when I have errands to run. Sometimes I forget to switch off the computer over night and so on. Anyway - since I don't think that I will play Deadfire a lot more now I guess it shows that I seem to have liked PoE roughly 2.3 times more than Deadfire.
  17. Well the Huana are heavily influenced by Polynesian/Indonesian culture. Rauatai seems to have some japanese vibes as well. It seems like a mix of Japan, Prussia and something else.
  18. A crusader can be build into a better tank (more engagement, better disengagement punishing and thus more sticky, usually way higher defenses). The combo of engagement and sturdyness of a crusader is pretty outstanding. However, I terms of support (be it offensive or defensive or healing) the Herald obviously wins. He buys that with being a bit less effective tank (in terms of binding lots of attackers). So it depends what you need. For example I was trying a party with four gunners the other day and a crusader as a tank was way better than a herald just because he prevented rushing more reliably. If you don't need such a supersticky tank but somebody who can bind 2-3 enemies while not dying and doing good support maybe a Herald is better. Also it doesn't have to be healing or defensive support only. Shared Flames + Mith Fyr gives everybody in range a +30% lash which is pretty crazy when it comes to dmg support.
  19. I liked DA Origins and can't remember such issues. Long time no see though so maybe I simply forgot. I have to add that I seldomly use party AI - so most pathfinding issues will elude me anyway.
  20. I'd call that extreme hyperbole. For example Deadfire has worse naval combat. I wished Josh & Co weren't forced to design a class based system since I prefer classless ones for obvious reasons (being addicted to charbuilding). RTwP vs. TB: I don't care that much. Per-rest vs. per-encouter: I prefer the first but it's not that important. Both work well. If they only didn't introduce other per-rest abilities through items... I both cases (class based & RTwP) PoE had to live up to the "spiritual successor" claim. I would have liked to see Josh's classless idea for PoE. The universal talents were a nudge towards classless. Maybe that's why I miss them so much in Deadfire and was so outraged when I saw that they got removed in the open beta.
  21. Judging by playtime and builds I put out I must have enjoyed PoE1 a lot more. I enjoy testing out build ideas. And for some weird reason there was more to try out in PoE despite Deadfire adding multiclasses. I guess universal talents played a role but also more items that do truly impactful things. For example in a per-rest casting system a sabre with 3 fireballs per rest is a lot more interesting than in a per-encouter system. Don't know. Atm I clocked way less hours in Deadfire than in PoE and I currently lose interest in playing Deadfire. PoE I only stopped because Deadfire came out.
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